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-   -   NYGM Crew Management (Preview) - NOW released (https://www.subsim.com/radioroom/showthread.php?t=88716)

Der Teddy Bar 01-29-06 01:59 AM

Quote:

Originally Posted by Payoff
Cant seem to locate this. Has it been released or not? :hmm:

Follow this link to the release info and link in the Mod forum - http://www.subsim.com/phpBB/viewtopic.php?t=47907

Der Teddy Bar 01-29-06 02:06 AM

Quote:

Originally Posted by panthercules
This sounds great - but, I was taking a look through the unzipped files and I noted that there is a new/modified en_menu.txt file in the data\menu folder. I play in German, so whatever changed in this file presumably won't show up in my game - can you give me any idea what changed in this en_menu.txt file, so I can maybe figure out what I need to change in the German language version?

Also, are there any other aspects you know of that won't work or will be different for those of us who play in German?

Also, I note that the readme-like files included in this indicate that there might be a problem with trying to use this in mid-career. I guess I'll just back everything up and give it a chance anyway as I don't really want to start over with this career unless I really have to.

I was curious how the crew setup works though, as it seems pretty clear that my current crew (even after 6 patrols) probably doesn't have enough people with specialization/qualifications to make this thing work the way it is described as working - do you just go into SH3 Commander's crew management feature and assign what seems like a reasonable mix of specializations and ranks, or is there some better way to do it?

Sounds like this thing took a tremendous amount of time/work - can't wait to give it a workout - thanks again for all this effort :)

RE: en_menu.txt is there to change the 'lables' for the crew. I will ask Observer to get a German one together.

I am presuming that Observer is refering to the patrols where you have to sail for many weeks to get to your distant location. If you don't sink anything along th way the morale will decrease. I think he is being over cautious.

I can run my u-boat with the default crew setup that only has 4 out of 5 officers qualified with a single qualification and with many unqualified PO's. The extra qualified PO's and extra qualifications for the officers will just make life easier.

Payoff 01-29-06 02:52 AM

Der Teddy Bar,
I kept getting "The topic or post you requested does not exist". I used Gizzmoe's link. This sounds like a great improvement. Can I make these changes while at sea, or should I wait until I am in port? Thanks

Der Teddy Bar 01-29-06 03:10 AM

Quote:

Originally Posted by Payoff
Der Teddy Bar,
I kept getting "The topic or post you requested does not exist". I used Gizzmoe's link. This sounds like a great improvement. Can I make these changes while at sea, or should I wait until I am in port? Thanks

Unable to say what is the reason, I just tested link from within the post without issue.

You can do these changes at sea.

Also, you need to set the 3DRender= to the maximum compression setting in the 'My Documents' main.cfg.

I have included my settings.

I have set the PrayState=256 & HunterState=256 so that I do not know when I have escaped from an encounter.

[TIME COMPRESSION]
TimeStop=0
RealTime=1
LandProximity=16
CriticalDamage=1
CrewEfficiency=1
AirEnemyDetected=1
SoundEffects=16
CharacterAnim=4
EnemyDetected=1
RadioReport=8
Particles=8
PrayState=256
HunterState=256
3DRender=256
Maximum=256

Observer 01-29-06 09:31 AM

Quote:

Originally Posted by panthercules
This sounds great - but, I was taking a look through the unzipped files and I noted that there is a new/modified en_menu.txt file in the data\menu folder. I play in German, so whatever changed in this file presumably won't show up in my game - can you give me any idea what changed in this en_menu.txt file, so I can maybe figure out what I need to change in the German language version?

Correct. Three very simple labels have changed in this file:

Original:

1980=Morale
1981=Endurance
1982=Resilience

Changed:

1980=Morale
1981=Efficiency
1982=Health

I would be happy to put together the German version of this file, and the SH3 Commander file if someone is willing to provide the appropriate German translation.

Quote:

Also, are there any other aspects you know of that won't work or will be different for those of us who play in German?
It depends of whether you make the 1024_768_menu.ini changes. If so, then yes. Maybe.

Quote:

Also, I note that the readme-like files included in this indicate that there might be a problem with trying to use this in mid-career. I guess I'll just back everything up and give it a chance anyway as I don't really want to start over with this career unless I really have to.
There is no problem either mid-patrol or mid-career. You just have to be aware that crews without qualifications will be slightly more challenged than those with. You can easily alter this with SH3 Commander.

Quote:

I was curious how the crew setup works though, as it seems pretty clear that my current crew (even after 6 patrols) probably doesn't have enough people with specialization/qualifications to make this thing work the way it is described as working - do you just go into SH3 Commander's crew management feature and assign what seems like a reasonable mix of specializations and ranks, or is there some better way to do it?
I would suggest taking a look at the default crew configurations in a single mission for each period of the war. Which reminds me (note to self) there are a couple additional changes I need to add back into the en_menu.txt file. I will need translations for the following text as well:

-Early War Crew
-Middle War Crew
-Late War Crew

Quote:

Sounds like this thing took a tremendous amount of time/work - can't wait to give it a workout - thanks again for all this effort :)
It did. :)

panthercules 01-29-06 01:20 PM

Well, I ran a compare on the new en_menu.txt and the old one in Word, and saw only those few label changes, so I figured it wouldn't matter much if I were using the German language version.

I did go into SH3 Commander to add a few qualifications, but I think I got a little carried away - when I got back into the game it turned out every one of my petty officer types has a qualification (I really thought I had left several alone, but apparently not) - I'm not sure if I can use SH3 Commander to remove some of those or not - will try that later

I did make all the menu_1024_768.ini changes, so I guess we'll see if it makes a difference.

Oh, and one thing I noted last night - when I started my patrol (the 7th for most of this crew), even with a machinist-qualified officer and three qualified petty officer types (and the rest seamen) I did not even start out with a full green bar in the diesel compartment - it was maybe 75-80% green - I'm thinking that this doesn't bode well for later in the patrol when people are tired - what does it take to get a full green bar using this model?

Also, one question - in SH3 Commander, there is no new choice to select this fatigue model - I assume you should choose the "SH3 default" fatigue model, and then count on the changes in your mod as having tweaked that default model to get the benefit of your changes?

Observer 01-29-06 02:51 PM

Quote:

Originally Posted by panthercules
Well, I ran a compare on the new en_menu.txt and the old one in Word, and saw only those few label changes, so I figured it wouldn't matter much if I were using the German language version.

See my post above and you will see it is fine. Again, I'm still looking for someone to do the translations.

Quote:

I did go into SH3 Commander to add a few qualifications, but I think I got a little carried away - when I got back into the game it turned out every one of my petty officer types has a qualification (I really thought I had left several alone, but apparently not) - I'm not sure if I can use SH3 Commander to remove some of those or not - will try that later
SH3 Commander can remove as well as give qualifications.

Quote:

I did make all the menu_1024_768.ini changes, so I guess we'll see if it makes a difference.
The 1024~.ini changes are for cosmetic purposes. It doesn't (much) change the functionality other than to disable the crash causing six surface/submerge buttons, the look for the number of crew members in a compartment and the indication of too many in a compartment (grey shape with red circle/slash highlighted blue), and the click option for the engine rooms and damage control room.

Quote:

Oh, and one thing I noted last night - when I started my patrol (the 7th for most of this crew), even with a machinist-qualified officer and three qualified petty officer types (and the rest seamen) I did not even start out with a full green bar in the diesel compartment - it was maybe 75-80% green - I'm thinking that this doesn't bode well for later in the patrol when people are tired - what does it take to get a full green bar using this model?
Do not be overly concerned about the green bars. They are not important. With a proper crew makeup, the compartment will function. Proper crew makeup:

Type VII/IX:

-Bow Torpedo: 10 to load internal torpedoes / 14 to load external torpedoes
-Radio Room: 2 (qualified POs preferred)
-Command: 2 Officers (LI and NAV) min, 3 seamen
-Engine room: 1 Qualified PO and 4 seamen
-Stern Torpedo: 6 crew members
-Bridge: 1 Officer, 1 Qualified PO and 3 seamen
-Flak/Deckgun: As many qualified POs as possible

One other note. As with all mods, make sure you are in base before installing this mod because of the changes in the allowed number of POs and seamen.

The exception is the bridge crew. You should try to maximize this compartment bar as much as possible. It's the only one that really matters.

Quote:

Also, one question - in SH3 Commander, there is no new choice to select this fatigue model - I assume you should choose the "SH3 default" fatigue model, and then count on the changes in your mod as having tweaked that default model to get the benefit of your changes?
Did you add the SH3 Commander files to your SH3 Commander/cfg directory? If you did, you will see the NYGM CMM option. This should be selected. The other changes are added though the other SH3 Commander files included in the package.

panthercules 01-29-06 03:34 PM

Quote:

Originally Posted by Observer
Did you add the SH3 Commander files to your SH3 Commander/cfg directory? If you did, you will see the NYGM CMM option. This should be selected. The other changes are added though the other SH3 Commander files included in the package.

Oops - must have missed something in the readme files - I don't remember doing anything to the SH3 Commander folder, just added the mod files into the game directory using JSGME - guess I better go re-read those files again :oops:

Payoff 01-30-06 08:44 AM

I have noticed my Officers with German cross in gold are still "uber". Crew rank is now in German. Any way to get this back to English?

Observer 01-30-06 11:03 PM

Quote:

Originally Posted by Payoff
I have noticed my Officers with German cross in gold are still "uber".

I feared this. Thanks for the feedback. I think this will take a bit more testing, fortunately it's easy to do.

Quote:

Crew rank is now in German. Any way to get this back to English?
The easiest way is to use the option in SH3 Commander.

bert8for3 01-31-06 09:21 AM

I'd like to try this, but apologies as I can't figure out the install. If I'm using SH3Cmdr, do I just replace the files that unpack into the SH3Cmdr file folder? Or do I have to do something with the other (NYGM mgt) folder also?

panthercules 02-02-06 09:03 PM

Quote:

Originally Posted by bert8for3
I'd like to try this, but apologies as I can't figure out the install. If I'm using SH3Cmdr, do I just replace the files that unpack into the SH3Cmdr file folder? Or do I have to do something with the other (NYGM mgt) folder also?

IIRC, when you unzip the downloaded NYGM mod file, you wind up with two main folders (NYGM and SH3 Commander) - you need to put the NYGM folder's files into the game's program file folders (it's probably best/easiest to use the JSGME mod installer to do that but you can do it manually if you want), and you also need to put the mod's SH3 Commander folder's files into the Sh3 Commander program file folders (I forgot this last part my first time around, and therefore couldn't choose the NYGM fatigue model from the SH3 Commander drop down menu).

Good luck and good hunting!

panthercules 02-02-06 09:35 PM

U-55, Type VIIB - Feindfahrt 7 after action report:

Just completed my first patrol with this NYGM crew management mod (and second with the NYGM ship sinking mod) - using them with IUB 1.02 and SH3 Commander 2.4.

Got great results with the ship sinking mod, again. Found nothing but single contacts this time out - sank one C2 and two C3s with torps, and a Schlepper and trawler with gunfire. All were very cool sinkings with intriguing uncertainty regarding whether they would actually sink or not (got nervous waiting so close to Scapa Flow for one C3 to sink so I finished it off with one last torp that broke her in half with a very satisfying explosion - the other 2 big ships went down slowly with nice flooding and up-ending effects, one of which finally sank just as I was in the process of coming about to finish her off with my stern tube).

My last victim (the trawler) had the bad luck to be spotted just as the wind dropped down momentarily to 7m/s (for the first time in 2 weeks and the last time until I got within 50km of home) so I could use my gun (I was out of torps and heading home at that point). I surfaced a little too early, and the tricky bugger changed course and tried to ram me, but a couple of well placed HE shells into her wheelhouse at point blank range (and a timely order for ahead flank and right full rudder) foiled her plans and she burned and sank shortly thereafter.

I'm not quite as sure about the NYGM crew management mod, after just this one patrol, but I'm gonna give it another shot on my next patrol. I like the concept a lot, but in practice it still felt like I was having to micromanage my crew a lot to get it to work right. It did work better than the RUB model did on my last patrol, in which all my guys were basically exhausted after only about 7-10 days (and without any particularly strenuous/dangerous/stressful encounters), even on their 6th patrol together.

One thing I noticed and found unfortunate was that the mod seems to have disabled the ability to move crew in/out of the engine rooms by selecting the room name and right clicking on the men and stuff - kinda made it hard to try to swap out people in full shifts like I was hoping to be able to do. Also, I had a lot of "trouble" with phantom crew moving back and forth between the two engine rooms - i.e., seemed like there were always a couple of crew too many after a switch between engines (I'd drag the extra 2 into the currently unused engine room, then when I switched engines (surfacing or diving) there'd be another 2 blue/phantom guys in the wrong room and I would have to drag them out again.

I also noticed that even with a torp-qualified senior officer with an iron cross (not a super one) and two torp-qualified petty officers and a room full of seamen (all of whom started at full stat bars), I still couldn't get the green bar in the forward torpedo room over about 20% full, whereas the aft torpedo room green bar was almost full with those same guys (fewer seamen of course). The time/numbers on the torp reloading though seemed to be pretty reasonable though, so I guess I'll just have to get used to ignoring the green bar as suggested in one of the posts above.

I did like that the fatigue (and recovery) effects seemed to still work all the way up to 256 TC, but they appeared to cut out at 512 TC - is there a way to keep them working at 512 TC? Would setting the 3D screen TC settings in SH3 Commander to 512 do that, or is it coded some other way in the mod?

All-in-all, a great effort on both these mods that I believe is going to add a lot to the SH3 experience - congrats and thanks for a job well done! :up:

bert8for3 02-04-06 10:31 AM

Quote:

Originally Posted by panthercules
Quote:

Originally Posted by bert8for3
I'd like to try this, but apologies as I can't figure out the install. If I'm using SH3Cmdr, do I just replace the files that unpack into the SH3Cmdr file folder? Or do I have to do something with the other (NYGM mgt) folder also?

IIRC, when you unzip the downloaded NYGM mod file, you wind up with two main folders (NYGM and SH3 Commander) - you need to put the NYGM folder's files into the game's program file folders (it's probably best/easiest to use the JSGME mod installer to do that but you can do it manually if you want), and you also need to put the mod's SH3 Commander folder's files into the Sh3 Commander program file folders (I forgot this last part my first time around, and therefore couldn't choose the NYGM fatigue model from the SH3 Commander drop down menu).

Good luck and good hunting!

Tks much.

Der Teddy Bar 02-04-06 03:53 PM

panthercules,
Thankyou for the feedback.

I also recently had a coastal merchant sink when I was literally seconds away from using a Coup De Grace.

The NYGM CM Mod does not remove the management part. What is does, is make the management of your crew through Morale loss and Morale gain something worthwhile and interesting.

In good weather it all runs very smoothly and it is simply a matter of rotating the crew, but when the wind picks up and the bridge watch tire quicker then you will eventually need to decide if you should rest the entire crew now or push on, if you push on and the crew doesn't have enough efficiency will you maybe loose a kill as they took too long to load a torpedo.

Also, your success 'boosts' the crew's morale making you part of the system. If you decide to go toe to toe with a ship and your crew gets wounded or killed it will cause the morale to drop, again, you are part of the system.

For me, the changing of the crew is mundane, but the overall experience is great.


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